Total War: WARHAMMER II

Total War: WARHAMMER II

Better Fatigue Rules
27 kommentarer
FeralZ 17. aug. 2022 kl. 9:46 
yeah very good mod, only need faster regeneration, shame the debuffs don't show up in the card
BaronR 25. juli 2022 kl. 2:42 
I like the idea of this mod, but playing with it so far has not impacted my decision making as I hoped. Mostly just see that my units get slower faster. Do you account for mounted heroes to get less fatigue? Maybe decrease that amount for cavalry and mounted lords since they are punished more for the bigger debuff. Also longer battles are hard to manage, but just trying to pay attention to movement.
Maybe faster regeneration would help.
Villas 7. juli 2022 kl. 1:39 
From what I understand this mod would make long battles or battles against more than 1 army too much difficult for the player to win... Doesn't this make races who are naturally heavily armored become overpowered?

Won't this simply make low armored units with relative melee defense useless? Legit questions.
piercebuster  [ophavsmand] 2. juli 2022 kl. 16:59 
Yes, though Better Sieges and Reporting For Duty will take longer than most of my other mods.
Villas 2. juli 2022 kl. 16:23 
Hi there author, stupid question but will you port your mods into Immortal Empires once it comes out of the beta phase?

I'm looking forward to this and the cavalry mass one :)
piercebuster  [ophavsmand] 13. feb. 2022 kl. 22:57 
Yes.
Edward 13. feb. 2022 kl. 22:31 
Will this work with the new cavalry update?
Dairak Logrus 10. okt. 2021 kl. 10:03 
hm with next cavalry update can be chahged i think?
Serpico 15. aug. 2021 kl. 5:55 
Hello, I was looking for a mod like this. You did already several good mods, it is nice to see one acting on fatigue.

I will try it out right away as it should be save game compatible and no issue with other mods I guess if the mods don't change the fatigue rules, exact?

My opinion on your values is that it seems a very good rework, just for the armor I wouldn't have changed it because for me it means that the longer the battle goes on, an armored unit would lose armor because of injuries or all the hits they got during the battle. Meaning the armor will not be as effective as their brand new armor they had a the start of the battle.

But that's just my opinion regarding the armor value. I understand for balance issue and your decisions make sense too to modify that value.

Thanks anyway for your contribution !
rgilsoul 1. aug. 2021 kl. 11:16 
Another thought. Why not also change the melee attack values for fatigue? Wearing out a strong unit by making it fight through a weaker unit would be more dramatic in that way while the impact of a fresh unit would count for more. So, this would enhance the idea of timing a flanking cavalry charge to be at its most deadly. Anyway, just a though, but I guess they have messed with these variables for years . . . Maybe I (and maybe you too) are retracing paths that have already been tread and these variables have specific reasons for being there and we (or rather you) are reinventing the wheel. Still, it is fun to play with this stuff.
rgilsoul 1. aug. 2021 kl. 11:10 
Seems like in the more mass mod we could address the question that Dom brings up by modifying mass based on the actual creature and apply that and this to monsters. Some creatures simply cannot sprint for very long and others are made to sprint. I suspect that mass might be a basic way to vary how long a creature ought to be able to "sprint" before it wears out (among other magical and monster fantasy world factors that might come to mind . . .). In my head, all the "unrealistic" things are attributed to the fact that the laws of physics are different in their world, but I like the push to have reason and detail for what we see. Also, variety in how creatures work in the game is always a plus.
Dom 1. aug. 2021 kl. 9:29 
Yea I was thinking about that as well and came to similar conclusions. The question now is how speed affects different units differently and if its the right ones....cavalry will tire less here so they will be stronger(+armor+speed) and so on......
And cavalry is most certainly NOT OP at the moment anyway

But I do definitely agree with your semi hidden range nerf by not reducing armor when tired.

TLDR: Balancing is hard
piercebuster  [ophavsmand] 1. aug. 2021 kl. 8:56 
@Dom
Very correct!
Reducing melee defense is a way to make the unit take more damage (from melee). But reducing melee defense doesn't make the unit take more damage from ranged units (like reducing armour does).
But on the other hand reducing speed... that'll make it take more damage from ranged units over time as it's running since it takes more time to cover a distance.
Of course if the unit isn't running then it doesn't take more damage from ranged units. To which I say: good. The meta in this game has long skewed towards missile units. This brings that back slightly.
Features, not bugs.

Oh, logic/flavor is cool too, I guess. ;)
Dom 1. aug. 2021 kl. 8:55 
@=[NK]= Col. Jack O'Neil
Welcome to my dissertation brought to you in comment form!
I don't think that's the argument. He is saying you can balance a game from a game-play abstract perspective (what CA did) or a real world/lore logic perspective (this mod).

The theory is that CA made an inverse linear relationship between armor & fatigue as a way to balance out heavily armored units because they will be hit harder by low fatigue than lower armored units.

Changing the fatigue to have a bigger effect on melee attack may affect more heavily armored units differently if fatigue is not coupled as strongly to melee attack as armor. So you could in theory make units feel more similar because you removed a lever you can adjust on your heavily armored units.
Dom 1. aug. 2021 kl. 8:49 
Humans have a funny way of wanting things to make sense on an intuitive level, but it doesn't have to be like that. Sometimes it will limit the things you can do if you don't realize that you are limited by unnecessary presumptions and exclude half your options from the get-go.
Wow look at me being all philosophical and shit!

Btw I'm not saying don't use the mod....I have no idea if its better or worse than vanilla. I'm only trying to show you are comparing apples and oranges:cozyspaceengineersc:
=[NK]= Col. Jack O'Neil 1. aug. 2021 kl. 5:38 
Golemn, reducing defence expresses that more, as defence could be from agility, where as armour is armour
golemm 1. aug. 2021 kl. 5:35 
I dont know if it is so stupid that fatigue affects armor. You shouldnt take it literaly, it is just a way of expressing that heavily armored units tire more quickly. If you get rid of this mechanic then everybody tires at the same rate, no matter if they have heavy armor or not.
piercebuster  [ophavsmand] 31. juli 2021 kl. 23:31 
I don't know, I don't use overhauls. They have their own idea of balance. This is made for vanilla.
flameshroud 31. juli 2021 kl. 22:47 
Mate, this is awesome! It was so stupid that units would lose armor. Great work! One question, do i need to watch out for overhaul compatibility?
RexJayden 29. juli 2021 kl. 21:25 
You are on fire! :cozytf2mug:
piercebuster  [ophavsmand] 29. juli 2021 kl. 19:53 
No Flesh, No Fatigue is now complete!
It gives all skeleton, ethereal, and construct units perfect vigour.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2560847667
RexJayden 29. juli 2021 kl. 9:29 
Thank you! Rated, Favorited, and Subscribed. Also, best wishes to you on the No Flesh, No Fatigue Mod. :KneelingBow:
piercebuster  [ophavsmand] 29. juli 2021 kl. 9:28 
@mikojb <3 thank you!!!!!!!!!!

@RexJayden
Yes. All my mods (so far) can be added mid-campaign. And only the custom unit mods can't be removed.
RexJayden 29. juli 2021 kl. 9:17 
Excellent mod idea that was sorely needed. Can this mod be added to an ongoing campaign? :summer2021action:
MichaelGFI 29. juli 2021 kl. 4:09 
If piercebuster made it, it's worth using.
=[NK]= Col. Jack O'Neil 29. juli 2021 kl. 3:58 
Seems like a nice little change, nothign drastic, but in the right direction! Cheers
Bastilean 28. juli 2021 kl. 23:33 
I noticed. I already made an armour doesn't fatigue mod :3